I played through Dead Space this summer, and I can agree with your view of it, when I was starting I felt kinda powerless with not that much ammo, a not so powerful gun and barely any cash, by the end of it I had a enough of everything to throw around if I wanted, although I'm sure the experience would've been different in higher difficulties. With that said, I can't really talk about the comparison itself since I haven't played Fatal Frame.
The East may have won this one, but the West seems to still be controlling the direction that survival horror is going. I'm no survival horror eggs-pert, but to me it seems like a lot of games aren't trying to get the player to empathize with the protagonist anymore because I think more people want to feel empowered when they play video games. I think the majority of people don't like to remember their real-life limitations when they are in a fantasy world, so most might prefer to play a game like Dead Space where they can remove themselves further from their boring regular lives.
But, then again, that's just what I think most people are beginning to prefer. Personally, a game like Fatal Frame seems much more interesting to me than something like Dead Space, but that's because I'm unique. And special... right?
But, then again, that's just what I think most people are beginning to prefer. Personally, a game like Fatal Frame seems much more interesting to me than something like Dead Space, but that's because I'm unique. And special... right?
I can see how the forced camera angles can really help craft a narrative, as opposed to a controllable camera. That's like a linear game versus an open-world game. In the one you make your own choices and sort-of 'build your own world/experience' often with a moral choice aspect as well. A more linear game has a story to tell, not one for you to create.
I'm not saying one is better, but it is interesting to see the difference.
I'm not saying one is better, but it is interesting to see the difference.
Though it lacked pictures, this was a very well-written blog! I haven't played either of these games, but based on your descriptions of how the camera works in both games I can definitely see where you're coming from. I think if I were to play a survival horror game (a genre which I've thus far neglected) I would prefer a game like Fatal Frame for many of the reasons you described. The real-life limitations seem like they would make for a much scarier game!
The problem with Dead Space is that Isaac is an unstoppable killing machine. Not nearly as helpless as the Fatal Frame protagonists.
@ Tino: You say problem, I say tomato. I don't think a magic camera would do much against a Necromorph, he kinda needs to kill shit. Apples and oranges, survival horror/action horror.
Holy crap, it's Chelsea! Hi. L4D is still a thing, btw >.>
Holy crap, it's Chelsea! Hi. L4D is still a thing, btw >.>
Wonderful blog (and you might edit it to add at least a header picture so that it has a better chance of being promoted!... though personally a lack of pics has never bothered me).
I think you do hit on an interesting perspective... and it may well be one of the reasons why I relate more to Western games than Eastern games. In Western games we tend to be more anonymous and "become" the protagonist... whereas as you've noted, Eastern games tend to tell more of a story and put more emphasis on character. I think that for survival horror, you may be right that having a more vulnerable character makes for a better story and in some ways, more immersion in the game because the emphasis through camera angles, etc. is more focused on story rather than experience.
I think you do hit on an interesting perspective... and it may well be one of the reasons why I relate more to Western games than Eastern games. In Western games we tend to be more anonymous and "become" the protagonist... whereas as you've noted, Eastern games tend to tell more of a story and put more emphasis on character. I think that for survival horror, you may be right that having a more vulnerable character makes for a better story and in some ways, more immersion in the game because the emphasis through camera angles, etc. is more focused on story rather than experience.
Excellent blog.
I remember playing FF2 slowly, making sure to pay attention and grabbing everything I could. I remember playing DS and focusing on upgrading my weapons and juggling my inventory. There just wasn`t the same level of tension.
I remember playing FF2 slowly, making sure to pay attention and grabbing everything I could. I remember playing DS and focusing on upgrading my weapons and juggling my inventory. There just wasn`t the same level of tension.
I have to agree with your Dead Space assessment. While player empowerment is not an exclusively Western design tenet, it does seem to find its way into more of our games, and in this case, genres that don't benefit from an outrageously powerful player character. I feel like the developers were onto something with that whole improvised weapon thing, how Isaac is using a bunch of suboptimal mining equipment because that's all he has on hand, but they all work exactly the way you want them to, i.e. like accurate, powerful guns. Had they worked like the tools they are, and thus combat less slanted in your favor, the game probably would've been scarier.
I don't agree with your Fatal Frame II assessment, though, because if my sister got lost in a haunted village and kept urging me to ritualistically murder her every time I bumped into her, I would be daintily swishing my way straight to the bus station and leaving ol' crazy ass behind. Though, admittedly, Mio's bus ride home probably wouldn't have made for a game as terrifying and memorable as the one we got.
I don't agree with your Fatal Frame II assessment, though, because if my sister got lost in a haunted village and kept urging me to ritualistically murder her every time I bumped into her, I would be daintily swishing my way straight to the bus station and leaving ol' crazy ass behind. Though, admittedly, Mio's bus ride home probably wouldn't have made for a game as terrifying and memorable as the one we got.

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